{"title":"Iterative algorithms for solving one-sided partially observable stochastic shortest path games","authors":"Petr Tomášek, Karel Horák, Branislav Bošanský","doi":"10.1016/j.ijar.2024.109297","DOIUrl":null,"url":null,"abstract":"<div><div>Real-world scenarios often involve dynamic interactions among competing agents, where decisions are made considering actions taken by others. These situations can be modeled as partially observable stochastic games (<span>POSG</span>s), with zero-sum variants capturing strictly competitive interactions (e.g., security scenarios). While such models address a broad range of problems, they commonly focus on infinite-horizon scenarios with discounted-sum objectives. Using the discounted-sum objective, however, can lead to suboptimal solutions in cases where the length of the interaction does not directly affect the gained rewards of the players.</div><div>We thus focus on games with undiscounted objective and an indefinite horizon where every realization of the game is guaranteed to terminate after some unspecified number of turns. To manage the computational complexity of solving <span>POSG</span>s in general, we restrict to games with one-sided partial observability where only one player has imperfect information while their opponent is provided with full information about the current situation. We introduce two novel algorithms based on the heuristic search value iteration (<span>HSVI</span>) algorithm that iteratively solve sequences of easier-to-solve approximations of the game using fundamentally different approaches for constructing the sequences: (1) in <span>GoalHorizon</span>, the game approximations are based on a limited number of turns in which players can change their actions, (2) in <span>GoalDiscount</span>, the game approximations are constructed using an increasing discount factor. We provide theoretical qualitative guarantees for algorithms, and we also experimentally demonstrate that these algorithms are able to find near-optimal solutions on pursuit-evasion games and a game modeling privilege escalation problem from computer security.</div></div>","PeriodicalId":13842,"journal":{"name":"International Journal of Approximate Reasoning","volume":"175 ","pages":"Article 109297"},"PeriodicalIF":3.2000,"publicationDate":"2024-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"International Journal of Approximate Reasoning","FirstCategoryId":"94","ListUrlMain":"https://www.sciencedirect.com/science/article/pii/S0888613X24001841","RegionNum":3,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q2","JCRName":"COMPUTER SCIENCE, ARTIFICIAL INTELLIGENCE","Score":null,"Total":0}
引用次数: 0
Abstract
Real-world scenarios often involve dynamic interactions among competing agents, where decisions are made considering actions taken by others. These situations can be modeled as partially observable stochastic games (POSGs), with zero-sum variants capturing strictly competitive interactions (e.g., security scenarios). While such models address a broad range of problems, they commonly focus on infinite-horizon scenarios with discounted-sum objectives. Using the discounted-sum objective, however, can lead to suboptimal solutions in cases where the length of the interaction does not directly affect the gained rewards of the players.
We thus focus on games with undiscounted objective and an indefinite horizon where every realization of the game is guaranteed to terminate after some unspecified number of turns. To manage the computational complexity of solving POSGs in general, we restrict to games with one-sided partial observability where only one player has imperfect information while their opponent is provided with full information about the current situation. We introduce two novel algorithms based on the heuristic search value iteration (HSVI) algorithm that iteratively solve sequences of easier-to-solve approximations of the game using fundamentally different approaches for constructing the sequences: (1) in GoalHorizon, the game approximations are based on a limited number of turns in which players can change their actions, (2) in GoalDiscount, the game approximations are constructed using an increasing discount factor. We provide theoretical qualitative guarantees for algorithms, and we also experimentally demonstrate that these algorithms are able to find near-optimal solutions on pursuit-evasion games and a game modeling privilege escalation problem from computer security.
期刊介绍:
The International Journal of Approximate Reasoning is intended to serve as a forum for the treatment of imprecision and uncertainty in Artificial and Computational Intelligence, covering both the foundations of uncertainty theories, and the design of intelligent systems for scientific and engineering applications. It publishes high-quality research papers describing theoretical developments or innovative applications, as well as review articles on topics of general interest.
Relevant topics include, but are not limited to, probabilistic reasoning and Bayesian networks, imprecise probabilities, random sets, belief functions (Dempster-Shafer theory), possibility theory, fuzzy sets, rough sets, decision theory, non-additive measures and integrals, qualitative reasoning about uncertainty, comparative probability orderings, game-theoretic probability, default reasoning, nonstandard logics, argumentation systems, inconsistency tolerant reasoning, elicitation techniques, philosophical foundations and psychological models of uncertain reasoning.
Domains of application for uncertain reasoning systems include risk analysis and assessment, information retrieval and database design, information fusion, machine learning, data and web mining, computer vision, image and signal processing, intelligent data analysis, statistics, multi-agent systems, etc.